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Sci-fi extraction

Marathon

Development

“Extract before the shell drops, not because of it.”

The Marathon module ships full aim + ESP + shell-timing + extraction intelligence. Cycler drones read as clean patrol lines; the shuttle ETA and shell impact ring are drawn live.

This module is under active development. Every feature listed below is a live snapshot of what’s currently in source — the page updates automatically on every deploy. Keys publish in the store the moment the module clears validation.

Feature enumeration

What the module does for the player.

Every category below is a live snapshot of what’s currently in source — each collapsible section holds the exact features, capability limits, and configurable knobs that ship with the module right now. The list updates automatically on every deploy.

Aim assistance

5 features

PSilent + per-weapon prediction.

  • Perfect Silent Aim (PSilent) — configurable FOV 0–180°, per-weapon smoothing, hold / toggle / passive modes
  • Standard aimbot with per-weapon prediction curves
  • Bone selection — head / chest / weak-point
  • Aim prediction — projectile-velocity + target-velocity + ping compensation
  • Auto-scope on ADS + auto-reload-cancel

Visibility (ESP)

5 features

Squads, drones, contracts.

  • Squad chams with role read (Runner / Anchor / Breacher / Void-Runner)
  • Cycler-drone patrol paths pre-drawn with detection cone
  • Contract-marker visibility for competing runners
  • Loot chams with rarity tier + market-value tag
  • Threat heatmap accumulating over the raid

Shell / extraction

4 features

The clock stops being the enemy.

  • Shell trajectory + impact ring live-drawn with countdown
  • Extract shuttle ETA with alternate-drop preview
  • Post-raid extract-camper detection
  • Void-hazard timer with safe-window overlay

Combat timing

4 features

Cooldowns land on time.

  • Ability cooldown reset predictor
  • Shell-timing overlay tied to loadout cadence
  • PvP engagement heatmap by shell phase
  • Auto-scan + auto-ping enemy contacts on threshold

Convenience

3 features

The busywork disappears.

  • Auto-track active contract objectives
  • Loot-value overlay against current market
  • Auto-pickup filter by rarity + market threshold

Configuration surface

4 features

Per-runner. Cloud-synced.

  • Per-runner profiles with auto-swap on select
  • Cloud-synced across every session
  • Global hotkeys rebindable per feature
  • Every feature independently toggleable mid-raid

RUNNER RIG :: aim.subsystem 5 features

PSilent + per-weapon prediction curves the marketing page anchors on, wired to ICombatProvider.ComputeAimAngles / SetViewAngles and IEntitiesProvider.GetBonePriorityList. Cross-fed by shell_core god-weapon rewrite from MarathonShellState so recoil/spread go to….

Perfect Silent Aim (PSilent)

Deltas resolved inside ICombat::ComputeAimAngles then written server-authoritative through the shell packet, view angles untouched — no camera snap on the runner's own screen.

Standard Aimbot w/ prediction curve

Uses ICombat::PredictImpact + WeaponSnapshot.muzzleVelocity (Shell-Core AR-99 = 24000 u/s)plus per-runner target velocity from EntitySnapshot.velocity for lead in extraction firefights.

Bone priority selector

Reads ICombat::GetBonePriorityList hot-swaps on the fly when the target's shell reads as Void-Runner or Anchor.

Auto-scope on ADS + reload cancel

Fires SimulateKey(RMB)the instant IEntities::GetAnimationState().gesture flags ADS intent, and short-circuits ENTITY_STATE_RELOADING by re-triggering shell_timing::perfect_shell_switch to skip the reload tail.

Recoil / spread override (shell god cross)

Only fires when MarathonShellState.creativeFlags & MARATHON_REWRITE_ACTIVE — pulls WeaponSnapshot.recoil to 0.05 and spread to 0.05 during the rewriteWindow so the AR-99 becomes laser-flat.

CYCLER GRID :: esp.subsystem 6 features

IEntitiesProvider returns 32 shells + patrol drones + bots per raid; teamId (0-3)maps to squad. IRender::WorldToScreen + IEnv::GetCamera drive projection. Marketing page's Runner / Anchor / Breacher / Void-Runner role read is stateFlags bit 0x10 (shellActive)plus coreId lookup.

Squad chams w/ role read

Colored bounding-brackets per shell — role tag pulled from MarathonShellState.coreId + implantMask, so Void-Runner (coreId 7 + implantMask 0xFF)renders distinct from a stock Runner.

Cycler-drone patrol paths

Pre-draws each drone's forward waypoint chain from IEntities velocity + AnimationState.gesture=patrol as dashed phosphor lines, with a cone at the head showing the drone's detection FOV.

Contract-marker visibility

Reads IEnv::WorldItemCount / GetWorldItem for ContestedCache-tagged items, projects the contract objective sprite so competing runners going for the same drop are exposed.

Loot chams w/ rarity + market tag

IEnv::LocalInventoryCount + GetLocalInventoryItem (8 slots seen in adapter)drives chams for EvacLoot; the market-value tag is looked up client-side against the backend price table.

Threat heatmap (raid-accumulating)

Every ENTITY_STATE_SHOOTING event and every enemy PredictImpact origin is stamped onto a decaying grid; renders as an orange/red bloom on the mini-terminal.

Skeleton / bone overlay

Draws the 12-bone chain returned by IEntities::ListBones on any shell inside FOV — head/neck/chest brightest, distal bones dim, so target selection reads instantly.

SHELL / CORE REWRITE :: core.rewrite 5 features

Directly wraps IMechanics::ExecuteMechanicAction with actions shell_god / ability_rewrite / zero_cooldown. Every control here maps 1:1 to a --mech-params key the backend already parses (rewriteWindow, coreOverride, abilityRewriteMask, zeroCooldown)

God Shell (coreOverride)

Writes coreIdOff = 99 (or user-picked core)the instant the shell-switch AnimationState.progress lands inside rewriteWindow. Backend token gates the write; module still renders the intent card either way.

99
Ability cooldown zero

Writes float[4] zeros to abilityCooldownsOff for the local shell — the 4 ability slots read as ready every frame during rewriteWindow. Cross-shown on the terminal as a green segment bar.

Implant mask override

Writes 0xFFFFFFFF to implantMaskOff — every implant slot reads as socketed. Combines with God Shell to grant Marathon's full implant tree without the loadout screen.

Rewrite duration extender

Nudges MarathonShellState.rewriteDuration to hold the god-window past the natural 1.8s bound — capped client-side by the backend profile so it doesn't survive a server reconcile packet.

Auto shell swap on threat

IEntities::GetAnimationState progress + IEnv::GetClientTime cross gate — when a hostile shell enters bone-hit range the module queues perfect_shell_switch into the god core.

EVAC TELEMETRY :: extract.subsystem 5 features

MarathonExtractState.timeToEvac[8] + evacPos[8] drives the marketing 'shuttle ETA + alt-drop preview'. force_evac / ignore_contest / evacContestedClearTimer are the exact --mech-params the shipped backend token expects.

Shell impact ring + countdown

For each nearby evac the timeToEvacOff float is read, projected, and drawn as an animated ring — orange when the shuttle is still burning in, cyan once the ring locks.

Extract shuttle ETA + alt-drop

Ranks all 8 evacPos by ETA and draws the top pick as the primary; the next two as ghosted alt-drops with their ETA delta, so runners can pivot if the primary flags contested.

2
Force evac (uncontested clear)

Executes extract::force_evac — writes timeToEvac[0] = evacWindow and clears contested bit 0x4 while setting MARATHON_EVAC_FORCE | MARATHON_EVAC_CONTESTED_CLEAR on extractFlagsOff.

Post-raid camper detection

For 30s before shuttle-lock, every hostile within the evacPos halo is stamped with a bright bracket + last-known vector — the camper's shell name/coreId is stripped from EntitySnapshot.

Void-hazard timer + safe window

Reads IEnv::GetClientTime against known void pulse cadence; draws a green safe-window bar and stamps a red pulse pip when the hazard is about to sweep the extract lane.

TIMING WINDOWS :: shell.timing / desync 6 features

shell_timing::perfect_shell_switch / cast_windup_bypass / shell_evac_combo + movement_desync::shell_boost / desync_tech / vel_override / tech_fly. Every action ID here is one the ExecuteMechanicAction switch already recognises; controls set the exact….

Perfect shell switch

Force-writes AnimationState progress to 0.99 the frame after switch is queued, so the god core is live at t=0 rather than at the tail of the switch anim. Backed by shell_timing::perfect_shell_switch.

Cast windup bypass

cast_windup_bypass — for any of the 4 ability slots the cast progress is clamped past the anim's animFlags & 0x10 gate, so the ability triggers before the reconcile packet arrives.

Shell tech boost (movement_desync::shell_boost)

Writes velocity = cur * boostScale + desyncDelta into m_vecVelocityOff and stamps 0.95 into movementCompOff+0x08 (boost). Reads flat cadenced speed on the client, ragdoll-blur to spectators.

Tech-fly (vel_override + jitter)

The tech_fly path — writes perfect vector plus a per-tick jitter of to m_vecAbsOriginOff so the phys thread never lands a discrete position for the server to reject.

Shell-timing overlay (marketing)

Renders a live phosphor bar per ability slot — bar width = cooldown / rewriteWindow, tick pips at 25/50/75%, matches the marketing 'shell-timing overlay tied to loadout cadence'.

Shell-evac combo macro

One-key firing of shell_timing::shell_evac_combo — perfect switch into god core then extract::force_evac with evacWindow*0.6, exactly as the adapter dispatches.

CONTEST & LOADOUT :: pvp.contest / implant 4 features

pvp_contest::pvp_ignore/ignoreContest plus implant::implant_override — both live surfaces in ExecuteMechanicAction. Also carries the shell-loadout picker that reads MarathonShellState.shellId (Destroyer, Assassin, etc as commented in the SDK POD)

Ignore contest (pvp_ignore)

Clears the 0x4 contested bit on extractFlagsOff and sets MARATHON_EVAC_CONTESTED_CLEAR — the evac reads uncontested even if 3 hostile shells are inside the halo.

Implant loadout override

Writes user-picked implantMask instead of the blanket 0xFFFFFFFF, so the runner reads as a bespoke build. Gated by the loadout-mask multiselect below.

Shell loadout picker

Sets shellId in the shell POD (Destroyer=1, Assassin=2, Void-Runner=3 per the RE convention). Persists across the raid unless the auto-swap-on-threat feature overrides it.

PvP engagement heatmap (by shell phase)

Colors every hostile engagement pip by which of the 4 abilityCooldowns slots was active on kill/hit — reveals which shell phases (openers vs finishers)the enemy squad favors.

LOOT CHAIN :: inventory.dupe / convenience 5 features

inventory_dupe::shell_dupe iterates IEnv::LocalInventoryCount (8 slots in adapter), multiplies quantity by dupeMult during the evac replication window. Also the marketing 'auto-pickup filter by rarity + market threshold' and 'active contract tracker'.

Shell dupe on evac window

Fires shell_dupe when MarathonExtractState.evacContestedClearTimer < 0.2s and the sync flag 0x20 lands — writes qty *= dupeMult per slot before the server ack.

Auto-pickup filter (rarity + market)

IEnv::GetWorldItem cross with a client-side market table — SimulateKey(E)fires only when the item both meets rarity threshold and clears the credit-value floor.

Active contract tracker

Reads contract objective ids from the world-item stream, projects a pinned bracket + remaining-of-N counter, and re-routes the extract shuttle picker to complete before evac.

Loot-value overlay vs market

Runs each InventoryItem.itemId through the backend market snapshot and paints a live credit total in the terminal footer — updates every Tick as market shifts.

Auto-scan + auto-ping

When hostile shell count in FOV crosses threshold, fires SimulateKey(Q)to ping the closest and paints its coreId + implantMask readout on the terminal for squad-mates.

RUNNER CONFIG :: profile.subsystem 4 features

Per-runner profile + cloud sync + rebindable hotkeys + mid-raid toggle come straight from the marketing 'Configuration surface' card and match the platform's backend profile/token gating already referenced in the adapter comments.

Per-runner profiles + auto-swap

One profile per shell — auto-swap fires when the shell picker changes shellId, so an Assassin's PSilent FOV and a Void-Runner's tech-fly settings live in separate slots.

6
Cloud sync (backend profile)

Pushes the active config to the backend profile store on every explicit save + every raid-end; pulls on session start so every rig sees the same setup within one tick.

Global hotkey rebinder

Every action mapped in this module (silent trigger, force evac, tech-fly hold, combo macro)can be re-bound live — active binds are highlighted on the terminal chord map.

Mid-raid feature master toggle

One switch per subsystem — the state-manip categories can be dropped mid-raid without closing the menu, matching the marketing 'independently toggleable mid-raid' claim.

TAB cycle · SPACE toggleESC closespec: marathon.json · T-F4BB